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How Baba Is You Works | GMTK Most Innovative 2019

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    Every December, I use my last video of the
    year to celebrate the most innovative and
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    inventive game I played in the last 12 months.
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    In previous years I’ve looked at the YouTube
    detective drama Her Story, the uncanny chatbot
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    game Event[0], the serpent simulator Snake
    Pass, and the time-travelling murder mystery,
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    Return of the Obra Dinn.
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    These games have done things I’ve never
    seen before, and are impressive in both their
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    idea and their execution.
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    They might not be the very best games of their
    respective years, but when it comes to fresh
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    concepts done well, these are the games I
    would recommend.
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    I certainly had lots of choices to pick from
    for 2019, like the combat-free role playing
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    game Disco Elysium, the hilarious honk ‘em
    up Untitled Goose Game, the sci-fi archeology
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    game Outer Wilds, and the other sci-fi archeology
    game, Heaven’s Vault.
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    But this year, nothing quite beat the mind-melting
    puzzle game, Baba Is You.
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    Now, from first glance, this game looks pretty
    simple.
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    You hop around a grid and push blocks - making
    it part of a sub genre of block-shoving puzzlers,
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    all inspired by the Japanese game Sokoban.
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    Here’s where things start getting strange,
    though: in each level, the rules of the game
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    are written on screen as simple sentences.
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    Like, “Baba Is You”, which means you control
    this funny white critter called Baba.
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    Or “Wall Is Stop”, which means you can’t
    walk through walls.
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    “Rock Is Push” means you can shove rocks
    around, and “Flag Is Win” means touching
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    the flag will finish the level.
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    And then here’s the kicker: those rules
    are, themselves, blocks that can be pushed
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    around - allowing you to break the logic that
    dictates the level at hand, and create entirely
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    new gameplay by rewriting the rules.
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    Remove the word “Stop” from “Wall Is
    Stop”, for example, and now you can waltz
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    straight past walls.
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    Change “Flag Is Win” to “Rock Is Win”,
    and now the rock becomes your goal.
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    Or push "Rock: into this sentence, and you switch
    the main character of the game into a tiny
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    brown boulder.
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    Cheeky.
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    And thus begins a few hundred levels where
    the solution is never to simply reach the
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    goal - but to rewrite the rules of the universe
    until you’re in a world where the goal is
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    now reachable.
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    It is infinitely intelligent and endlessly
    surprising.
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    It’s tough, but far from impossible, and
    practically every level is a revalatory experience
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    with a satisfying aha! moment.
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    And if you haven’t played it yet, now’s
    your time to pause the video, head to Steam
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    or the Switch eShop, and get the game.
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    I hope that you love it.
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    When you’re done, remember to come back,
    and we’ll chat more about how the game builds
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    its brain-busting puzzles
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    Baba Is You is the brain-child of Finnish
    indie developer Arvi Teikari.
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    He told me over email back in April that he
    was inspired to make the game as part of the
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    2017 Nordic Game Jam.
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    The jam’s theme was “Not There”, and
    the word “Not” made him think of logic
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    operators in programming languages.
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    Combine that with a block-pushing puzzle game
    like Snakebird or Stephen’s Sausage Roll,
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    and this “resulted in a mental image of
    a block of ice not melting in hot lava due
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    to the statement "Ice Is Not Melt”.
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    The scrappy, prototypical Baba Is You ended
    up winning that Game Jam, and the reaction
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    was so positive that Teikari decided to take
    his underbaked jam game and turn it into a
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    full fat release.
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    Two years later, and the designer had about
    219 ultra clever levels for players to work through.
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    So how, exactly, is one of these Baba Is You
    levels made?
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    To start, Teikari tries to think of an interesting
    interaction, or set-up that could come out
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    of the game’s encyclopaedia of words and
    rules.
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    “Pull”, for example, could lead to a level
    where Keke needs to drag a key across a lake.
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    A teleporter doesn’t have to just move objects,
    but could also be used to move around the
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    rules themselves.
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    And the word “Has”, could lend itself
    to a level where you drop a box every-time
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    Keke dies, but that box immediately turns
    back into Keke.
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    Bonkers.
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    Speaking at the Gamelab conference in Barcelona
    this summer, Teikari said, “when I’ve
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    got this idea of ‘hey, that would be cool
    to see in a level’, I try to figure out
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    what kind of level do I have to build so that
    when the player is playing the level they
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    have to use that interaction”.
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    And that’s where we get to the fascinating
    contradiction at the heart of Baba Is You.
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    Because while this is a game that offers a
    seemingly infinite world of possibilities
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    - its puzzles are largely defined by what
    you can’t do.
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    Because while making an open ended puzzle
    game sounds great, it’s open to easy answers
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    - like Scribblenauts, where half of the levels
    can be finished by writing in the word jetpack.
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    So the designer’s job is actually to lock
    you in and force restrictions on you.
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    And in Baba Is You that’s achieved by the
    words that are and aren’t on screen, the
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    way some sentences are pushed against walls
    or locked behind fences, and the claustrophobic
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    grid that constricts your movements.
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    With these restrictions in place, the designer
    can lock off easy answers - and force you
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    to find the clever trick at the heart of the
    puzzle.
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    Teikari calls this process reverse engineering
    - of essentially starting with the solution
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    and then working backwards to throw up restrictions
    and make a puzzle that supports it.
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    As an example, take the level Baba Doesn’t
    Respond.
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    In this level we play as Keke, and the solution
    is to use two belts to redirect a moving Baba.
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    So how does the designer force this interaction?
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    Let’s start by putting a wall and a locked
    door between Keke and the Flag.
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    If we put a rule here like “Door Is Shut
    And Open”, we can just push the word “Shut”
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    over and then go to the flag.
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    But if we put a reed here, and make it so
    creating that first sentence simultaneously
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    makes the rule “Reed Is Defeat”, we suddenly
    put Keke in a pickle - opening the door also
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    denies access to that door.
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    Hm! Quite the catch!
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    So, the player will hopefully realise that
    they need to have Keke be stood in this exact
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    spot when the rule is triggered - and they just
    need to figure out how to move the sentence
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    from afar.
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    Answer: “Baba Is Move”.
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    Now the level would be way too easy if we
    could just put Baba here, make “Baba Is
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    Move”, and then walk to the right spot and
    wait for Baba to walk into the words.
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    So, some restrictions are added.
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    This single hedge block means Baba only has
    a tiny run-up.
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    And having “Move” be in the corner makes
    it impossible to, well, move, so the sentence
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    “Baba Is Move” has to be made on the furthest
    left edge of the screen.
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    These two things combine to make it impossible
    to make “Baba Is Move” and then walk to
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    that all-important spot, because Baba will
    have already made the reed deadly by the time
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    you get there.
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    And thus, you must use these belts to create
    a much longer path for Baba to take, Chu Chu
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    Rocket style, which will give you enough time
    to walk across the level before he triggers
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    the sentence change.
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    Then it’s just a case of sprinkling on some
    pretty decoration, and putting in some other
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    bits to restrict your movement or stop unintended
    solutions.
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    Though, many of those are left in by the designer
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    - provided they don’t make the real solution trivial.
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    So as you can see, the solution to the puzzle
    is actually pretty simple.
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    But by obfuscating the answer behind a sequence
    of problems, it creates this interesting phenomenon
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    where Teikari is working backwards from the
    solution, locking up doors behind him as he
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    gets to the starting conditions for the puzzle.
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    And then the player then moves in the opposite
    direction, opening each door in turn until
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    they get to the solution.
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    And by setting the stage up in this way, the
    player is actually somewhat lured towards
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    the solution.
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    Each level contains a number of tiny problems
    that render something impossible - forcing
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    the player to find a different, more creative
    way to overcome the problem.
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    These stumbling blocks then stack together,
    creating a pathway to the level’s solution.
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    Here’s how that looks in a favourite stage
    of mine: Tiny Pond.
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    In this level, the word “Win” needs to
    be released from a pond.
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    The water is tagged as “Shut”, and Baba
    is tagged as “Open”, which means you can walk
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    into the water to unlock it and gain access
    - but this also destroys Baba.
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    So, we’re going to need to try something
    else.
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    We’ve got two other words: “Key” and
    “Flag”, and so we could make “Key Is
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    Open”, but there’s no “Push” verb,
    meaning the key just sits there.
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    The only way to make it move is to write “Key
    Is You”, but we run into the same problem:
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    you’re destroyed as soon as you touch the
    water.
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    By now you should hopefully be thinking, “okay,
    maybe I can be both key and Baba at the same
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    time, because when one dies, I can still control
    the other one”.
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    But, sadly, there aren’t enough words to
    make that sentence work.
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    However, the sequence of logical leaps have
    got you this far and there’s only one possible
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    way forward now: if you make flag is key,
    you’ve got two keys.
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    And now if you have “Key Is You”, you
    can control both, sacrifice one to open a
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    hole in the water, and use the remaining key
    to finish the stage.
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    It’s really clever.
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    The set-up for the stage walked us right into
    the central problem of the level: we need
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    to be “Open”, but we also don’t want
    to disappear when we use ourselves.
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    And so we’re in the perfect spot to try
    and figure out the actual solution - and go
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    “aha!” when we get there.
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    If this was the first level that you played
    in this game, you would be - I think -
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    completely stumped.
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    But luckily, playing Baba Is You means constantly
    adding to an ever expanding knowledge base
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    that grows with every stage you play.
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    So Tiny Pond builds on the level Jelly Throne,
    where you control two characters at once.
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    And Tiny Pond’s solution reappears in the
    stage Unreachable Shores, where you sacrifice
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    one Keke, so the survivor can move forward.
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    But this sort of learning starts from the
    very beginning of the game.
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    Baba Is You is a pretty complicated puzzler,
    after all, and there’s not a single tutorial
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    in sight.
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    Instead, the game’s first crop of puzzles
    all subtly and silently tell you how the game
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    works through their solutions.
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    So in Level 1, we’re stuck inside a tiny
    box.
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    There’s only one way to get out and that’s
    to break the sentence “Wall Is Stop”,
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    and make the wall no longer a solid object.
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    Then, we can make a sentence - “Flag Is
    Win” - to finish the level.
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    That’s breaking and making sentences: the
    two most fundamental concepts of the game.
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    Level 2 is the exact same stage as before
    but now everything is wrong.
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    You play as a wall, the walls are made of
    flags, and Baba is nowhere to be found.
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    This teaches players that nothing in the game
    has an intrinsic value: it’s only given
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    purpose when part of a rule.
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    The game keeps this up throughout its first
    few stages, with solutions that clue us in
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    to some fundamental concept we’ll definitely
    need to know later.
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    Here, “Lava Is Push overrides” the rule
    “Lava Is Hot”.
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    In this puzzle, we learn that we can create
    two sentences from the same “Is” block,
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    by creating them in a cross.
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    And the game will continue to teach new concepts
    and ideas throughout the adventure.
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    Every time a new concept is introduced - like
    the operator “And” or the words “Open”
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    and “Shut”, we’re treated to introductory
    puzzles that make these new mechanics crystal clear.
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    I asked Teikari how he went about making these
    introductory stages, and he said “If I exhaustively
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    go through all the meaningful interactions
    between elements, eventually I get levels
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    where the ‘trick’ is mostly just the basic
    functionality of a specific element in itself”.
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    that can then be put at the beginning of the
    world, to act as a tutorial for the stages
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    to come.
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    While Baba Is You is full of puzzles that
    will make you feel stumped when you first
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    play them, and make you feel smart when you
    solve them, Teikari’s real goal is to create
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    moments of surprise and laughter.
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    YOUTUBER: [Laughter].
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    YOUTUBER: “There’s no rule saying ‘Wall
    Is Stop’. [Laughter]
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    I was confining myself to this stupid little
    area and I didn’t need to.”
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    That’s certainly one way it’s done - by playing
    with your expectations for how things work.
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    In this level, for example, most players will
    assume they need to unlock the door.
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    But actually they need to unlock the wall.
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    There are also just bonkers rules that go
    way beyond the basic set-up.
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    “Empty” allows you to control or fill
    the empty space in each stage.
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    “Make” lets you create a trail of objects
    when you move.
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    “More” lets you duplicate keys until they
    fill every spot in the space.
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    And just like the original idea for the game,
    “Not” allows you to flip rules on their head.
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    Plus, in an attempt to make sure every single
    interaction is explored - a similar design
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    philosophy as one used by Braid developer
    Jonathan Blow - Teikari has “Text” be
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    a word, allowing you to manipulate the rules
    with other rules.
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    And by the time “Level” is introduced,
    you’re not only moving the entire screen
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    around - but breaking out the stage and bouncing
    around the map screen in a mind-melting meta
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    exploration of the game’s fundamental logic.
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    There were more ideas that didn’t make the
    cut, of course.
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    Teikari told me that “Stick”, which would
    make objects clump together, was removed because
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    it created nightmare programming problems.
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    And “Safe”, which would render an object
    invulnerable, was left on the cutting room
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    floor because it was hazy, and uninteresting.
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    Not everything that made it into the game is a
    complete winner, if you ask me:
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    a stage where you trap Keke
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    under words and then push them away from the
    corner is awkward and confusing, and the word
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    “Swap” is like “Tele” but not as cool.
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    With 200-odd stages, though, there’s always
    going to be a few that don’t click for everyone.
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    But Teikari points to an army of playtesters
    who gave feedback on stages, and discovered
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    alternative solutions..
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    “I’m extremely thankful for how much testers
    have done for the game”, he says.
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    That group of testers, it turns out, is a
    who’s-who of puzzle game wizards, and includes
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    the designers behind Ending, A Good Snowman
    is Hard to Build, Pipe Push Paradise, Starseed
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    Pilgrim, Minit, and The Witness.
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    Baba Is You is a surprising, silly, and mind-bogglingly
    complex game.
  • 14:43 - 14:48
    And it had every chance of becoming too difficult
    to grasp, too esoteric to understand, or too
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    freeform to actually produce good puzzles.
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    But Arvi Teikari has proven himself as a master
    of puzzle design.
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    He introduces the loopy logic of Baba Is You
    slowly and subtly, so everyone can understand it.
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    With his reverse-engineering process, he buries
    a clever trick under layers of problems.
  • 15:05 - 15:10
    But they’re never red herrings or pointless
    busy work - they’re about leading the player
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    to the catch at the centre of the puzzle.
  • 15:12 - 15:16
    And he’s more interested in surprises and
    silliness than rock-hard challenge, making
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    for a game that will make you laugh more than
    it will make you frustrated.
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    It’s simply a really great puzzle game,
    built on a fresh concept that was executed
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    perfectly.
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    A no-brainer for this year’s final video.
  • 15:31 - 15:33
    Hey, thank you so much for watching!
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    I just wanted to take a moment to say thanks for
    all of your support in 2019.
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    I’m really proud of the stuff I made and
    your support has meant the world.
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    I’ve already got so many video ideas lined
    up for 2020 but it's time for a quick break.
  • 15:47 - 15:51
    So I hope you'll have an amazing Christmas, and
    I’ll see you in the new year.
Title:
How Baba Is You Works | GMTK Most Innovative 2019
Description:

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Video Language:
English
Duration:
15:52

English subtitles

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